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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

As a joke, I switched to the halloween color for one game, and actually did surprisingly better. You can have your super lame holiday; I don't want it anymore.

And this is totally not off-topic at all, because a lot of strategy may depend on your chosen holiday. Somehow. It's the only explanation.

Posted

As a joke, I switched to the halloween color for one game, and actually did surprisingly better. You can have your super lame holiday; I don't want it anymore.

And this is totally not off-topic at all, because a lot of strategy may depend on your chosen holiday. Somehow. It's the only explanation.

Lol that's my backup color!

But serious shit, you pick the wrong color, you lose.

And Kyle: Yeah, that was a good one. Who's your fav player right now? I'm diggin' 'Guest, or Gesuto,' however you want to say it, (ć‚²ć‚¹ćƒˆ) a lot.

Posted

I'm really loving how the 2b/b 5a/b links gives enough time to continue pressuring during nirvana's recovery time after a blocked fuoco/rhapsody. it's just such a nice thing.

Posted

I Linked 2C, Superjump, J.B yesterday. =D I was in the corner, but it may not be corner only...

Posted

http://www.youtube.com/profile?user=...10/78nFrjrfRww

That ending made me :3

In ground loop set-ups, should we do more jC>5B>2B>5C>]6D[>xx to end it for more mix-ups/unblockable setups?

What are our options in the corner? I know he has a new corner loop (xx>dash?j214C>]8D[>xx), but what about for the ground? Should we stick to jC>5B>5C>]6D[ or are there other options?

Is there a trick to doing ]2D[ in the middle of combos? Should we do it slightly after 5B into 2B? How often should we use ]3D[ for our resets? I know it works well with 6C (even though it's super obvious to block, but oh well), but what else can we do? I saw a vid of a Carl doing ]3D[>jump back; air dash>jC>5B>xx...

Finally, can someone describe the input for his ]2D[ loop? I'm guessing its ]8D[>]2D[>j2C>j5C (2D hit)>xx

Posted

I played around with the Tager/airthrow set-up. For some reason it was restoring a jump option and my 623D would always make me airdash. =( I eventually thought of whiffing a J.2C during the input of 623D, but have yet to try this out. Any input from anyone else? FC J.B, IAD, J.2C, Alle~can, 5C, SJ, J.C, J.B, J.C, Jump Cancel, J.2C, J.214C

Posted

@ Xithmos: Release 2]D[ as you're hitting 2C. Then just mash C. Hey Kyle, what's up with that FC combo? Just the additional j.C?

Posted

More on the Tager UB set-up. You need to walk ADA toward the corner more. Its critical that you get (2) hits of 623D. For it to work... I got (1) hit of 623D earlier and it forced Tager to guard 632146C on the ground. =(

Also, You can no longer get "FREE" cross-ups on Tager while in the corner, BUT: you still cross him up if you Airdash while he is on the ground.

DO NOT DO THIS ON CORNER'D TAGER:

..., 3C, IAD, J.2C

INSTEAD DO

...3C, 7-jump, Airdash, J.2, Alle~can, 6A, SJ, J.C, J.B, J.C, Double Jump~Walk ADA Toward, J.B+C~8]D[

or

...3C, 2B, 6A, SJ, J.C, J.B, J.C, Double Jump~Walk ADA Toward, J.B+C~8]D[

If he does not throw break:

the 8]D[ puts him in place for another J.B+C~8]D[.

If he does throw break:

623D, Land, 632146C, 8]D[,...

I'll break down the corner Allegretto loop next chance I get guys.

Posted

- loops of j.c 5b 2b *whiffs* vs lambda - yay for bad stick input combo discovery. 2b 3c 22d (inputted before 3c hits) 766 late j.2c/d j.c 2d hits. (untested and possibly extremely char specific and or really hard). - 623c CH links into 5c not far range 623c linking into it, my bad (its the new thing where multi hit moves receive bonus hitstun to all the hits when you CH).

Posted

In CS they increased the hitbox of 623C. Has anyone tried using it on an aerial opponent. J.B+C, 22D, 623C, 5B, 8]D[, 236A, ... ??????

Posted

Any tips for dash allegreto? i can“t get the time right for that U_U

Posted

any tips on mindgames?

3]D[ on wake up.

On blocked 3C > late 623C.

On blocked 3C > 22]D[ > RC > IAD Allecan.

Sandwiched reset:

2]D[> 2A > delay 2A before 2D hits.

Carl is full of stupid little mind games..

Nirvana-Carl-Opponent. (After 5C launch:)

sj.B> sj.C > 623]D[ > dj.Grab.

(It's a pink throw, but a lot of people don't tech it, and you're relatively safe if they do.)

2A recovery seems really good, so it's great for baiting DP.

J.B+C, 22D, 623C, 5B, 8]D[, 236A, ...

So... How does it hit an aerial opponent? If so, can it OTG in anyway?

I don't think so, but OTG 623C> 22]D[> RC> IAD would be fucking amazing.

Posted

D: ..... ummm how do you read On blocked 3C > late 623C. On blocked 3C > 22]D[ > RC > IAD Allecan. 2]D[> 2A > delay 2A before 2D hits. and sj.B> sj.C > 623]D[ > dj.Grab.? I'm kinda still a noob at reading this stuff >_<

Posted

D: ..... ummm how do you read

On blocked 3C > late 623C.

On blocked 3C > 22]D[ > RC > IAD Allecan.

2]D[> 2A > delay 2A before 2D hits.

and

sj.B> sj.C > 623]D[ > dj.Grab.?

I'm kinda still a noob at reading this stuff >_<

http://www.dustloop.com/ggac/data/conv.html

Also, plz try 623C after FCH J.B. Wall bounce has weird properties. =P Nirvanas MASS does not interact with wall bounce. weird. =/

thx

Posted

I dont know if its common knowledge but double clapping is done by hitting the opponent with the outer rim of nirvana's hands as she is clapping. I find 2c early 8d in combo usually gets it about 90% of the time (sometimes the shockwave misses cause they were knocked away too far). Conversely a really late 2d could get a double clap too as they are falling on to her hands.

Posted

That's random stupidity, not a loop, lol. Worked out awesome, though. Well.. You could probably make 3 loops out of that..

Posted

It's kinda funny. Volante is almost like pressure without pressure XD

The blockstun alone provides infinite possibilities.

Actually, the only thing I use it for is blockstun..

I guess it's good to have out in case you're in a blockstring.

Sometimes it saves the day...

Posted

The movement tends to deek out a lot of people, making them think they need to block sooner than they have to.

Posted

I got a question: When you perform UB setup like 2]D[, 3C or 3]D[, 6C with the right timming, can be continued to another combo? I mean, true UB not like mixup. For example, if you do 2]D[, 2C and try to hit with the 2C a litle bit early for the 2]D[, the damage dealed for that will be 793 and the opp will rebound letting continue the combo. But if you do 2]D[, 2C and try to connect the 2C almost at the same time that 2]D[ is landing, its going to do more damage, 1046 to be more precisly, and the opp will not rebound. Why im asking this? because i noticed that maybe Carl UB aren“t really UB if you want to get a Combo after that, not like Eddie UB setups for example... It a little bit hard to explain xD.

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